﻿#region Using Statements
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;

#endregion

#region COPYRIGHT

/*
    Copyright (c) 2007, 2008, 2009, 2010 
        Roland Rosenkranz (Glatzemann@email.de)
*/

#endregion

#region LICENSE

/*
    This file is part of starLiGHT.Input.

    starLiGHT.Input is free software: you can redistribute it and/or modify
    it under the terms of the GNU Lesser General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    starLiGHT.Input is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public License
    along with starLiGHT.Input.  If not, see <http://www.gnu.org/licenses/>.

    
    ADDITIONAL (commercial) LICENSES for starLiGHT.Input are available on request.
*/

#endregion

#region Version Stuff
// **************[ starLiGHT.Engine SVN ]**********************
// * $Rev:: 1496                  $:  Revision of last commit *
// * $Author:: glatzemann         $:  Author of last commit   *
// * $Date:: 2010-10-11 09:38:05 #$:  Date of last commit     *
// ************************************************************
#endregion

namespace starLiGHT.Input
{
    public struct ActionPlayerIndex
    {
        public string actionName;
        public LogicalPlayerIndex? logicalPlayer;

        public ActionPlayerIndex(string name, LogicalPlayerIndex? logicalPlayer)
        {
            this.actionName = name;
            this.logicalPlayer = logicalPlayer;
        }
    }

    /// <summary>
    /// The ActionManager is responsible for managing and updating all InputActions which
    /// are the link between a key- or button-press of an InputDevice to an Event.
    /// </summary>
    internal class ActionManager
    {
        public Dictionary<ActionPlayerIndex, InputAction> actions;

        public ActionManager()
        {
            actions = new Dictionary<ActionPlayerIndex, InputAction>();
        }

        public void Update(GameTime gameTime)
        {
            foreach (InputAction action in actions.Values)
            {
                action.Update(gameTime);
            }
        }

        public InputAction createAction(string name, Type type)
        {
            InputAction ia = null;

            switch (type.Name)
            {
                case "TriggerAction":
                    ia = new TriggerAction(name, null);
                    break;
                case "AnalogAxisAction":
                    ia = new AnalogAxisAction(name, null);
                    break;
                default:
                    throw new ArgumentException("unknown InputAction type", "type");
            }

            if (ia != null)
            {
                actions.Add(new ActionPlayerIndex(ia.Name, null), ia);
            }

            return ia;
        }

        public InputAction createAction(string name, Type type, LogicalPlayerIndex logicalPlayer)
        {
            InputAction ia = null;

            switch (type.Name)
            {
                case "TriggerAction":
                    ia = new TriggerAction(name, null);
                    break;
                case "AnalogAxisAction":
                    ia = new AnalogAxisAction(name, null);
                    break;
                default:
                    throw new ArgumentException("unknown InputAction type", "type");
            }

            if (ia != null)
            {
                ia.LogicalPlayer = logicalPlayer;
                actions.Add(new ActionPlayerIndex(ia.Name, logicalPlayer), ia);
            }

            return ia;
        }
    
    }
}
